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Pande

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Everything posted by Pande

  1. ^ ^ Because blender is the way forward. kekekekekek /me runs.
  2. Baldur's gate, now theres a lore which needed an MMO expansion. On topic, why bother porting to iPad, if you're going to bring an external keyboard around with your glorified monitor get a laptop.
  3. Why remake a game in another game that is 10 years older? I really can't understand the birth of mods like this...
  4. ^ that shouldn't even be necessary if the wait time for the door is less than the door's open-until-close time, the door will just be retriggered before it even closes.
  5. To add to that, if a webmaster feels he is not capable of the CSS aspect of the design or imaging, that's not a problem as I am well experienced in this. But I can't do the backend PHP/ruby stuff.
  6. Stick absolutely original layout and it could be used in jkopenassets. Also i'm in, I'll sign up with dropbox when i'm back from work. Seriously suggest SVN though, dropbox doesn't alert you to changes.
  7. There are other settings for dynamicglow but many only work in cheatmode or sp. type r_dynamic then press tab.
  8. I'm not quite sure what you are talking about, but since you mentioned a .bsp you could try downloading XV32, a hex editor, and searching for what you want to change. You must edit it by replacing things with a space, not deleting. So, shave off a few letters off this string. Make a backup first incase you accidentally press delete, as there's now way to add in a null-space after. Otherwise, it's maybe in a .string file in strings/ That's even easier/safer.
  9. LOVE that wall/floor/w.e. Awesome work
  10. This is something I just recently learned myself and haven't tested, but read this: AlphaFunc: Determines the alpha test function used when rendering this map. Valid values are GT0, LT128, and GE128. These correspond to "GREATER THAN 0", "LESS THAN 128", and "GREATER THAN OR EQUAL TO 128". This function is used when determining if a pixel should be written to the framebuffer. For example, if GT0 is specified, the only the portions of the texture map with corresponding alpha values greater than zero will be written to the framebuffer. By default alpha testing is disabled. Both alpha testing and normal alpha blending can be used to get textures that have see-through parts. The difference is that alphaFunc is an all-or-nothing test, while blending smoothly blends between opaque and translucent at pixel edges. Alpha test can also be used with depthwrite, allowing other effects to be conditionally layered on top of just the opaque pixels by setting depthFunc to equal. So, in theory, this shader should work. Please anyone correct me if I'm wrong, it's untested. textures/mapname/shadername{qer_editorimage textures/mapname/texturenamesurfaceparm trans{map textures/mapname/alpha_maskalphaFunc GE128depthWrite}{map textures/mapname/envtcGen environmentdepthFunc equal}{map $lightmapblendfunc filterdepthFunc equal}} So, you need two images: your env map, and an alpha map (.tga with white objects in it, no transparent pixels)
  11. @@eezstreet, when you said 'I'm working on it' in page 1 @everyone else. Please listen to Corto. He's really giving you good advise. I admire your diligence Syko I really do, but 2048x2048 =/= a better texture ingame. Your screens are better, yes, but they just go to show your skill level. The screens have no shading or complex shapes and so they came out looking like better versions of their original. The metal stuff though... it really is not an improvement. I just echo Corto's statement, I don't want to see people wasting time and this, I can guarantee you is a waste of time.
  12. It's not the level of detail I was objecting to, but rather the design. Would you want to put your foot on those? Uneven surfaces do not make much sense on stairs.
  13. I don't like the 3d steps, they sorta serve no purpose. I think it would be better to make a texture with that design that is flatter.
  14. Any shapes are fine. Texturing is done by uvmapping individual faces over an existing texture, and maybe creating a few textures for specific objects. Later, the map is put into radiant and structural brushes would be made, though not important as we're not going to have any interior areas I imagine. It would be unwise to, considering the way models are loaded. An open 1-room duel map is best.
  15. I suggest then someone sets up and SVN for this blender project, so we can collaboratively work on it with small updates.
  16. Yeah, if theres no rush and whatnot I'm in. I would suggest a purely aesthetic / art creation in the form of a duel map, simply showing off all the things we can done with models and some smart Radiant work to go along with it. My suggestion is a clearing in some mossy rocks with lots of trees, vines, and other goodies. easily 200k tri duel map.
  17. Heh, no, believe me I know scale I'm not comparing it to other maps, I'm comparing it to real life. " as not only can window shaders be changed to a non-transparent one," I'm sorry what? Would it then not be a window? Yes. My point was you completely throw believeability out the window if you have an area of a map that you can see out of into nothingness, or just sky. Imagine going up 12 floors in an elevator in San Francsico, looking out the window, and seeing this in all directions: http://www.windsim.com/images/sky/sky_107.bmp The street thing poses a similar problem, you have to end the street in a good way that isn't glaringly obvious. Take a look at Szico's Verschnaight (sp). I don't mean to harp on you guys for poor design or anything, I'm just don't want to see you guys disapointed when the end result is as Eezstreet describes. The point of a PMA is *not* to combine 12 different rooms from 12 different mappers. It's a discussed and planned space of however many rooms, detailed as much as possible by 12 mappers. Anyway, the bottom line is it's out of scale and something should be done soon about that before it goes too much farther.
  18. No, this puts the brushes of the train out of grid and can't be aligned without malform (1.25 scaling, which is what it needed. Any higher and it would be overscaled). @ those asking about where the scale issues are, the issues are the train (too small, chairs are about .8 of normal and the door at back and front of train are .65 ish) and the street (entire street is too small, except maybe the lamps. Definitely the doors and the width of the street). The station is alright but only because it's large *enough* and doesn't have any distinguishing scale features. It should still be larger. The stairs are actually the only thing to scale quite well, except their ceiling is too low.
  19. I'm afraid I've decided the map is just too fucked up and unplanned at this point to continue it. I'm have a large test coming up on Monday and won't have much time to work on it anyway. I will email it to the next person. I would seriously suggest that you guys restart with a better idea of what you want to accomplish. The stark difference between this and the Map-Craft PMA is that the Map-Craft one was collaboratively discussed with like 20 posts a day on the forums, and the map was only built onto continuously. This one currently has two completely disconnected spaces that imply additional mapping of 6-8x the amount already there due to the fact that: 1) the gold room area has windows and is clearly high up, meaning you now have to make an area for it to look down onto and 2) the street is going to need finishing, it goes no where at the moment. A note to anyone designing streets in the future: always start at an end, not the middle. Think about how you want to obstruct or in any way end the street before you even start. Sorry for the pessimism but I really think this is too far gone for repair. It has however really inspired me to create my mapping tutorials on efficient and realistic mapping, though I love the creativity I'm seeing in this map there are many many inefficient areas. This is not your fault, tutorials are lacking and some things are not even written down on the internet yet.
  20. It's not a small area, the entire map is under scale. Every door, the chairs in the train (the train doors are even smaller, lol, half the player height). The stairs are sorta to scale though. I'm in a bit of a pickle, rescaling the entire map would take ages but it seems to be really necessary. And yeah, @ omega, I blame whoever went first
  21. I just got this, sorry I've been really quite busy. I will do what I can, I may be interested in another go later if I can't do much. Looking forward to this! edit: How did this map even compile? Theres no structural hull around the street.. am I missing something? edit2: I'm also missing: jkhub_pma/seamless_pavement_1 Also, the entire map is under scale. It can't be fixed but needs to be scaled up by about 1.25 at least. I suggest instead of trying to fix it in the editor, we use scale on the final BSP. -scale <N.N> Scales a compiled .bsp by the prescribed factor. For example, Q3Map2 -scale 0.25 will output a new .bsp that is 25% of the original .bsp's size, while Q3Map2 -scale 2.0 will output a new .bsp that is twice as large. Q3Map2 -scale outputs mapname_s.bsp in the "maps" directory. This switch is solitary, and allows for only the path to a compiled bsp (not .map, it should be noted) afterward. Lastly, the majority of changes I will be making will be structural optomization and simplification of geometry, I have an idea for what I want to add visually to the map but I won't be doing that till I get all these errors sorted out.
  22. - Your ase geometry must be detail surrounded in a structural caulk box. Not true, unless your .ase model is entirely patches, just select all the brushes and make them structural, or just one, or three, or whatever. It just needs at least one structural brush - not sure why, but there ya go. If you did use entirely patches, just create a small caulk box anywhere, if you're paranoid put it inside the model where it can't be 'seen'.
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